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The reason these two didn't have their own window icons already is because they are reusing the same
CodeEditor.ui
form, which is totally acceptable. The alternative would be for us to create separateShaderEditor.ui
andScriptEditor.ui
forms that both embed theCodeEditor.ui
like it's a custom widget. I have no particular preference myself.I should mention that this relates to #137 keybinding preferences. In GMS2 the keybinding preferences are the same for the script and shader editors, likely because YoYo is doing a similar kind of abstraction internally for the editor they built.
https://docs2.yoyogames.com/source/_build/1_overview/2_quick_start/8_shortcuts.html